WorldMapRoute class
Base classes
- class WorldMapParts
Public static functions
-
static void initParts(WorldMapParts*,
const char*,
const al::
ActorInitInfo&, const sead:: Matrix34f*, const sead:: Matrix34f&, const char*) -
static auto create(const char*,
const char*,
const al::
ActorInitInfo&, const sead:: Matrix34f*, const sead:: Matrix34f&, const char*) -> WorldMapParts*
Constructors, destructors, conversion operators
- WorldMapRoute(const char*)
Public functions
-
auto create(const char*,
const char*,
const al::
ActorInitInfo&, const sead:: Matrix34f*, f32) -> WorldMapRoute* -
void calcPose(const sead::
Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, f32, bool, bool, bool, bool) - void appear() virtual
- void kill() virtual
- void movement() virtual
- void calcAnim() virtual
- void openRoute(s32)
- void exeWait()
- void exeOpen()
-
void setWorldMtx(const sead::
Matrix34f&) - void updatePose()
- void control() override
-
void setLocalMtx(const sead::
Matrix34f&) virtual - auto getNerveKeeper() const -> NerveKeeper* override
- void init(const ActorInitInfo& info) virtual
- void initAfterPlacement() virtual
- void makeActorAlive() virtual
- void makeActorDead() virtual
- void draw() const virtual
- void startClipped() virtual
- void endClipped() virtual
- void attackSensor(HitSensor* self, HitSensor* other) virtual
- auto receiveMsg(const SensorMsg* message, HitSensor* other, HitSensor* self) -> bool virtual
- auto receiveMsgScreenPoint(const SensorMsg* message, ScreenPointer* source, ScreenPointTarget* target) -> bool virtual
- auto getName() const -> const char* override
-
auto getBaseMtx() const -> const sead::
Matrix34f* virtual - auto getEffectKeeper() const -> EffectKeeper* override
- auto getAudioKeeper() const -> AudioKeeper* override
- auto getStageSwitchKeeper() const -> StageSwitchKeeper* override
- auto getRailRider() const -> RailRider* override
- auto getSceneObjHolder() const -> SceneObjHolder* override
- auto getCollisionDirector() const -> CollisionDirector* override
- auto getAreaObjDirector() const -> AreaObjDirector* override
- auto getCameraDirector() const -> CameraDirector* override
- auto getNatureDirector() const -> NatureDirector*
- void initStageSwitchKeeper() override
- void updateCollider() virtual
- auto getSceneInfo() const -> ActorSceneInfo*
- void initPoseKeeper(ActorPoseKeeperBase* poseKeeper)
- void initExecuteInfo(ActorExecuteInfo* executeInfo)
- void initModelKeeper(ModelKeeper* modelKeeper)
- void initActionKeeper(ActorActionKeeper* actionKeeper)
- void initNerveKeeper(NerveKeeper* nerveKeeper)
- void initHitSensor(s32 amount)
- void initScreenPointKeeper(ScreenPointKeeper* screenPointKeeper)
- void initEffectKeeper(EffectKeeper* effectKeeper)
- void initAudioKeeper(AudioKeeper* audioKeeper)
- void initRailKeeper(const ActorInitInfo& info, const char* linkName)
- void initCollider(f32 radius, f32 offsetY, u32 allocatedHitInfo)
- void initItemKeeper(s32 itemAmount)
- void initScoreKeeper()
- void initActorPrePassLightKeeper(ActorPrePassLightKeeper* lightKeeper)
- void initActorOcclusionKeeper(ActorOcclusionKeeper* occlusionKeeper)
- void initSubActorKeeper(SubActorKeeper* subActorKeeper)
- void initSceneInfo(ActorSceneInfo* sceneInfo)
- auto getFlags() const -> LiveActorFlag*
- auto getModelKeeper() const -> ModelKeeper*
- auto getPoseKeeper() const -> ActorPoseKeeperBase*
- auto getExecuteInfo() const -> ActorExecuteInfo*
- auto getActorActionKeeper() const -> ActorActionKeeper*
- auto getActorItemKeeper() const -> ActorItemKeeper*
- auto getActorScoreKeeper() const -> ActorScoreKeeper*
- auto getCollider() const -> Collider*
- auto getCollisionParts() const -> CollisionParts*
- auto getHitSensorKeeper() const -> HitSensorKeeper*
- auto getScreenPointKeeper() const -> ScreenPointKeeper*
- auto getHitReactionKeeper() const -> HitReactionKeeper*
- auto getRailKeeper() const -> RailKeeper*
- auto getShadowKeeper() const -> ShadowKeeper*
- auto getActorPrePassLightKeeper() const -> ActorPrePassLightKeeper*
- auto getActorOcclusionKeeper() const -> ActorOcclusionKeeper*
- auto getSubActorKeeper() const -> SubActorKeeper*
- auto getActorParamHolder() const -> ActorParamHolder*
- void setName(const char* newName)
Function documentation
static void WorldMapRoute:: initParts(WorldMapParts*,
const char*,
const al:: ActorInitInfo&,
const sead:: Matrix34f*,
const sead:: Matrix34f&,
const char*)
#include <MapObj/WorldMapParts.h>
static WorldMapParts* WorldMapRoute:: create(const char*,
const char*,
const al:: ActorInitInfo&,
const sead:: Matrix34f*,
const sead:: Matrix34f&,
const char*)
#include <MapObj/WorldMapParts.h>
void WorldMapRoute:: setWorldMtx(const sead:: Matrix34f&)
#include <MapObj/WorldMapParts.h>
void WorldMapRoute:: updatePose()
#include <MapObj/WorldMapParts.h>
void WorldMapRoute:: control() override
#include <MapObj/WorldMapParts.h>
void WorldMapRoute:: setLocalMtx(const sead:: Matrix34f&) virtual
#include <MapObj/WorldMapParts.h>
NerveKeeper* WorldMapRoute:: getNerveKeeper() const override
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: init(const ActorInitInfo& info) virtual
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: initAfterPlacement() virtual
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: makeActorAlive() virtual
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: makeActorDead() virtual
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: draw() const virtual
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: startClipped() virtual
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: endClipped() virtual
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: attackSensor(HitSensor* self,
HitSensor* other) virtual
#include <l/Library/LiveActor/LiveActor.h>
bool WorldMapRoute:: receiveMsg(const SensorMsg* message,
HitSensor* other,
HitSensor* self) virtual
#include <l/Library/LiveActor/LiveActor.h>
bool WorldMapRoute:: receiveMsgScreenPoint(const SensorMsg* message,
ScreenPointer* source,
ScreenPointTarget* target) virtual
#include <l/Library/LiveActor/LiveActor.h>
const char* WorldMapRoute:: getName() const override
#include <l/Library/LiveActor/LiveActor.h>
const sead:: Matrix34f* WorldMapRoute:: getBaseMtx() const virtual
#include <l/Library/LiveActor/LiveActor.h>
EffectKeeper* WorldMapRoute:: getEffectKeeper() const override
#include <l/Library/LiveActor/LiveActor.h>
AudioKeeper* WorldMapRoute:: getAudioKeeper() const override
#include <l/Library/LiveActor/LiveActor.h>
StageSwitchKeeper* WorldMapRoute:: getStageSwitchKeeper() const override
#include <l/Library/LiveActor/LiveActor.h>
RailRider* WorldMapRoute:: getRailRider() const override
#include <l/Library/LiveActor/LiveActor.h>
SceneObjHolder* WorldMapRoute:: getSceneObjHolder() const override
#include <l/Library/LiveActor/LiveActor.h>
CollisionDirector* WorldMapRoute:: getCollisionDirector() const override
#include <l/Library/LiveActor/LiveActor.h>
AreaObjDirector* WorldMapRoute:: getAreaObjDirector() const override
#include <l/Library/LiveActor/LiveActor.h>
CameraDirector* WorldMapRoute:: getCameraDirector() const override
#include <l/Library/LiveActor/LiveActor.h>
NatureDirector* WorldMapRoute:: getNatureDirector() const
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: initStageSwitchKeeper() override
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: updateCollider() virtual
#include <l/Library/LiveActor/LiveActor.h>
ActorSceneInfo* WorldMapRoute:: getSceneInfo() const
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: initPoseKeeper(ActorPoseKeeperBase* poseKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: initExecuteInfo(ActorExecuteInfo* executeInfo)
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: initModelKeeper(ModelKeeper* modelKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: initActionKeeper(ActorActionKeeper* actionKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: initNerveKeeper(NerveKeeper* nerveKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: initHitSensor(s32 amount)
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: initScreenPointKeeper(ScreenPointKeeper* screenPointKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: initEffectKeeper(EffectKeeper* effectKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: initAudioKeeper(AudioKeeper* audioKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: initRailKeeper(const ActorInitInfo& info,
const char* linkName)
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: initCollider(f32 radius,
f32 offsetY,
u32 allocatedHitInfo)
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: initItemKeeper(s32 itemAmount)
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: initScoreKeeper()
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: initActorPrePassLightKeeper(ActorPrePassLightKeeper* lightKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: initActorOcclusionKeeper(ActorOcclusionKeeper* occlusionKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: initSubActorKeeper(SubActorKeeper* subActorKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: initSceneInfo(ActorSceneInfo* sceneInfo)
#include <l/Library/LiveActor/LiveActor.h>
LiveActorFlag* WorldMapRoute:: getFlags() const
#include <l/Library/LiveActor/LiveActor.h>
ModelKeeper* WorldMapRoute:: getModelKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorPoseKeeperBase* WorldMapRoute:: getPoseKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorExecuteInfo* WorldMapRoute:: getExecuteInfo() const
#include <l/Library/LiveActor/LiveActor.h>
ActorActionKeeper* WorldMapRoute:: getActorActionKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorItemKeeper* WorldMapRoute:: getActorItemKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorScoreKeeper* WorldMapRoute:: getActorScoreKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
Collider* WorldMapRoute:: getCollider() const
#include <l/Library/LiveActor/LiveActor.h>
CollisionParts* WorldMapRoute:: getCollisionParts() const
#include <l/Library/LiveActor/LiveActor.h>
HitSensorKeeper* WorldMapRoute:: getHitSensorKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ScreenPointKeeper* WorldMapRoute:: getScreenPointKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
HitReactionKeeper* WorldMapRoute:: getHitReactionKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
RailKeeper* WorldMapRoute:: getRailKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ShadowKeeper* WorldMapRoute:: getShadowKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorPrePassLightKeeper* WorldMapRoute:: getActorPrePassLightKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorOcclusionKeeper* WorldMapRoute:: getActorOcclusionKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
SubActorKeeper* WorldMapRoute:: getSubActorKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorParamHolder* WorldMapRoute:: getActorParamHolder() const
#include <l/Library/LiveActor/LiveActor.h>
void WorldMapRoute:: setName(const char* newName)
#include <l/Library/LiveActor/LiveActor.h>